void gpuInit(void) { colorBuf = vramAlloc(400*240*4); depthBuf = vramAlloc(400*240*4); cmdBuf = linearAlloc(0x40000*4); GPU_Init(NULL); GPU_Reset(NULL, cmdBuf, 0x40000); }
GPU * GPU_Init(u8 l) { GPU * g; if ((g = (GPU *) malloc(sizeof(GPU))) == NULL) return NULL; GPU_Reset(g, l); return g; }
int sf2d_init_advanced(int gpucmd_size, int temppool_size) { if (sf2d_initialized) return 0; gpu_fb_addr = vramMemAlign(400*240*8, 0x100); gpu_depth_fb_addr = vramMemAlign(400*240*8, 0x100); gpu_cmd = linearAlloc(gpucmd_size * 4); pool_addr = linearAlloc(temppool_size); pool_size = temppool_size; gpu_cmd_size = gpucmd_size; //gfxInitDefault(); GPU_Init(NULL); //gfxSet3D(false); GPU_Reset(NULL, gpu_cmd, gpucmd_size); //Setup the shader dvlb = DVLB_ParseFile((u32 *)shader_vsh_shbin, shader_vsh_shbin_size); shaderProgramInit(&shader); shaderProgramSetVsh(&shader, &dvlb->DVLE[0]); //Get shader uniform descriptors projection_desc = shaderInstanceGetUniformLocation(shader.vertexShader, "projection"); shaderProgramUse(&shader); matrix_init_orthographic(ortho_matrix_top, 0.0f, 400.0f, 0.0f, 240.0f, 0.0f, 1.0f); matrix_init_orthographic(ortho_matrix_bot, 0.0f, 320.0f, 0.0f, 240.0f, 0.0f, 1.0f); matrix_gpu_set_uniform(ortho_matrix_top, projection_desc); //Register the apt callback hook //aptHook(&apt_hook_cookie, apt_hook_func, NULL); vblank_wait = 1; current_fps = 0.0f; frames = 0; last_time = osGetTime(); cur_screen = GFX_TOP; cur_side = GFX_LEFT; GPUCMD_Finalize(); GPUCMD_FlushAndRun(); gspWaitForP3D(); sf2d_pool_reset(); sf2d_initialized = 1; return 1; }
static void reset_gpu_apt_resume() { GPU_Reset(NULL, gpu_cmd, gpu_cmd_size); // Only required for custom GPU cmd sizes shaderProgramUse(&shader); if (cur_screen == GFX_TOP) { matrix_gpu_set_uniform(ortho_matrix_top, projection_desc); } else { matrix_gpu_set_uniform(ortho_matrix_bot, projection_desc); } GPUCMD_Finalize(); GPUCMD_FlushAndRun(); gspWaitForP3D(); }
void Screen_Reset(void) { GPU_Reset(MainScreen.gpu, 0); GPU_Reset(SubScreen.gpu, 1); }
static void* ctr_init(const video_info_t* video, const input_driver_t** input, void** input_data) { void* ctrinput = NULL; ctr_video_t* ctr = (ctr_video_t*)linearAlloc(sizeof(ctr_video_t)); if (!ctr) return NULL; // gfxInitDefault(); // gfxSet3D(false); memset(ctr, 0, sizeof(ctr_video_t)); ctr->display_list_size = 0x40000; ctr->display_list = linearAlloc(ctr->display_list_size * sizeof(uint32_t)); GPU_Reset(NULL, ctr->display_list, ctr->display_list_size); ctr->texture_width = 512; ctr->texture_height = 512; ctr->texture_linear = linearMemAlign(ctr->texture_width * ctr->texture_height * sizeof(uint32_t), 128); ctr->texture_swizzled = linearMemAlign(ctr->texture_width * ctr->texture_height * sizeof(uint32_t), 128); ctr->frame_coords = linearAlloc(sizeof(ctr_vertex_t)); ctr->frame_coords->x0 = 0; ctr->frame_coords->y0 = 0; ctr->frame_coords->x1 = CTR_TOP_FRAMEBUFFER_WIDTH; ctr->frame_coords->y1 = CTR_TOP_FRAMEBUFFER_HEIGHT; ctr->frame_coords->u = CTR_TOP_FRAMEBUFFER_WIDTH; ctr->frame_coords->v = CTR_TOP_FRAMEBUFFER_HEIGHT; GSPGPU_FlushDataCache(NULL, (u8*)ctr->frame_coords, sizeof(ctr_vertex_t)); ctr->menu.texture_width = 512; ctr->menu.texture_height = 512; ctr->menu.texture_linear = linearMemAlign(ctr->texture_width * ctr->texture_height * sizeof(uint16_t), 128); ctr->menu.texture_swizzled = linearMemAlign(ctr->texture_width * ctr->texture_height * sizeof(uint16_t), 128); ctr->menu.frame_coords = linearAlloc(sizeof(ctr_vertex_t)); ctr->menu.frame_coords->x0 = 40; ctr->menu.frame_coords->y0 = 0; ctr->menu.frame_coords->x1 = CTR_TOP_FRAMEBUFFER_WIDTH - 40; ctr->menu.frame_coords->y1 = CTR_TOP_FRAMEBUFFER_HEIGHT; ctr->menu.frame_coords->u = CTR_TOP_FRAMEBUFFER_WIDTH - 80; ctr->menu.frame_coords->v = CTR_TOP_FRAMEBUFFER_HEIGHT; GSPGPU_FlushDataCache(NULL, (u8*)ctr->menu.frame_coords, sizeof(ctr_vertex_t)); ctr_set_scale_vector(&ctr->scale_vector, CTR_TOP_FRAMEBUFFER_WIDTH, CTR_TOP_FRAMEBUFFER_HEIGHT, ctr->texture_width, ctr->texture_height); ctr_set_scale_vector(&ctr->menu.scale_vector, CTR_TOP_FRAMEBUFFER_WIDTH, CTR_TOP_FRAMEBUFFER_HEIGHT, ctr->menu.texture_width, ctr->menu.texture_height); ctr->dvlb = DVLB_ParseFile((u32*)ctr_sprite_shader_shbin, ctr_sprite_shader_shbin_size); ctrGuSetVshGsh(&ctr->shader, ctr->dvlb, 2, 2); shaderProgramUse(&ctr->shader); GPU_SetViewport(VIRT_TO_PHYS(CTR_GPU_DEPTHBUFFER), VIRT_TO_PHYS(CTR_GPU_FRAMEBUFFER), 0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT, CTR_TOP_FRAMEBUFFER_WIDTH); // GPU_SetViewport(NULL, // VIRT_TO_PHYS(CTR_GPU_FRAMEBUFFER), // 0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT, CTR_TOP_FRAMEBUFFER_WIDTH); GPU_DepthMap(-1.0f, 0.0f); GPU_SetFaceCulling(GPU_CULL_NONE); GPU_SetStencilTest(false, GPU_ALWAYS, 0x00, 0xFF, 0x00); GPU_SetStencilOp(GPU_KEEP, GPU_KEEP, GPU_KEEP); GPU_SetBlendingColor(0, 0, 0, 0); // GPU_SetDepthTestAndWriteMask(true, GPU_GREATER, GPU_WRITE_ALL); GPU_SetDepthTestAndWriteMask(false, GPU_ALWAYS, GPU_WRITE_ALL); // GPU_SetDepthTestAndWriteMask(true, GPU_ALWAYS, GPU_WRITE_ALL); GPUCMD_AddMaskedWrite(GPUREG_0062, 0x1, 0); GPUCMD_AddWrite(GPUREG_0118, 0); GPU_SetAlphaBlending(GPU_BLEND_ADD, GPU_BLEND_ADD, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA); GPU_SetAlphaTest(false, GPU_ALWAYS, 0x00); GPU_SetTextureEnable(GPU_TEXUNIT0); GPU_SetTexEnv(0, GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, 0), GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, 0), GPU_TEVOPERANDS(0, 0, 0), GPU_TEVOPERANDS(0, 0, 0), GPU_MODULATE, GPU_MODULATE, 0xFFFFFFFF); GPU_SetTexEnv(1, GPU_PREVIOUS,GPU_PREVIOUS, 0, 0, 0, 0, 0); GPU_SetTexEnv(2, GPU_PREVIOUS,GPU_PREVIOUS, 0, 0, 0, 0, 0); GPU_SetTexEnv(3, GPU_PREVIOUS,GPU_PREVIOUS, 0, 0, 0, 0, 0); GPU_SetTexEnv(4, GPU_PREVIOUS,GPU_PREVIOUS, 0, 0, 0, 0, 0); GPU_SetTexEnv(5, GPU_PREVIOUS,GPU_PREVIOUS, 0, 0, 0, 0, 0); ctrGuSetAttributeBuffers(2, VIRT_TO_PHYS(ctr->menu.frame_coords), CTRGU_ATTRIBFMT(GPU_SHORT, 4) << 0 | CTRGU_ATTRIBFMT(GPU_SHORT, 2) << 4, sizeof(ctr_vertex_t)); GPUCMD_Finalize(); ctrGuFlushAndRun(true); gspWaitForEvent(GSPEVENT_P3D, false); if (input && input_data) { ctrinput = input_ctr.init(); *input = ctrinput ? &input_ctr : NULL; *input_data = ctrinput; } return ctr; }
static void* ctr_init(const video_info_t* video, const input_driver_t** input, void** input_data) { float refresh_rate; void* ctrinput = NULL; ctr_video_t* ctr = (ctr_video_t*)linearAlloc(sizeof(ctr_video_t)); if (!ctr) return NULL; memset(ctr, 0, sizeof(ctr_video_t)); ctr->vp.x = 0; ctr->vp.y = 0; ctr->vp.width = CTR_TOP_FRAMEBUFFER_WIDTH; ctr->vp.height = CTR_TOP_FRAMEBUFFER_HEIGHT; ctr->vp.full_width = CTR_TOP_FRAMEBUFFER_WIDTH; ctr->vp.full_height = CTR_TOP_FRAMEBUFFER_HEIGHT; ctr->display_list_size = 0x400; ctr->display_list = linearAlloc(ctr->display_list_size * sizeof(uint32_t)); GPU_Reset(NULL, ctr->display_list, ctr->display_list_size); ctr->rgb32 = video->rgb32; ctr->texture_width = video->input_scale * RARCH_SCALE_BASE; ctr->texture_height = video->input_scale * RARCH_SCALE_BASE; ctr->texture_linear = linearMemAlign(ctr->texture_width * ctr->texture_height * (ctr->rgb32? 4:2), 128); ctr->texture_swizzled = linearMemAlign(ctr->texture_width * ctr->texture_height * (ctr->rgb32? 4:2), 128); ctr->frame_coords = linearAlloc(3 * sizeof(ctr_vertex_t)); ctr->frame_coords->x0 = 0; ctr->frame_coords->y0 = 0; ctr->frame_coords->x1 = CTR_TOP_FRAMEBUFFER_WIDTH; ctr->frame_coords->y1 = CTR_TOP_FRAMEBUFFER_HEIGHT; ctr->frame_coords->u0 = 0; ctr->frame_coords->v0 = 0; ctr->frame_coords->u1 = CTR_TOP_FRAMEBUFFER_WIDTH; ctr->frame_coords->v1 = CTR_TOP_FRAMEBUFFER_HEIGHT; GSPGPU_FlushDataCache(ctr->frame_coords, sizeof(ctr_vertex_t)); ctr->menu.texture_width = 512; ctr->menu.texture_height = 512; ctr->menu.texture_linear = linearMemAlign(ctr->menu.texture_width * ctr->menu.texture_height * sizeof(uint16_t), 128); ctr->menu.texture_swizzled = linearMemAlign(ctr->menu.texture_width * ctr->menu.texture_height * sizeof(uint16_t), 128); ctr->menu.frame_coords = linearAlloc(sizeof(ctr_vertex_t)); ctr->menu.frame_coords->x0 = 40; ctr->menu.frame_coords->y0 = 0; ctr->menu.frame_coords->x1 = CTR_TOP_FRAMEBUFFER_WIDTH - 40; ctr->menu.frame_coords->y1 = CTR_TOP_FRAMEBUFFER_HEIGHT; ctr->menu.frame_coords->u0 = 0; ctr->menu.frame_coords->v0 = 0; ctr->menu.frame_coords->u1 = CTR_TOP_FRAMEBUFFER_WIDTH - 80; ctr->menu.frame_coords->v1 = CTR_TOP_FRAMEBUFFER_HEIGHT; GSPGPU_FlushDataCache(ctr->menu.frame_coords, sizeof(ctr_vertex_t)); ctr_set_scale_vector(&ctr->scale_vector, CTR_TOP_FRAMEBUFFER_WIDTH, CTR_TOP_FRAMEBUFFER_HEIGHT, ctr->texture_width, ctr->texture_height); ctr_set_scale_vector(&ctr->menu.scale_vector, CTR_TOP_FRAMEBUFFER_WIDTH, CTR_TOP_FRAMEBUFFER_HEIGHT, ctr->menu.texture_width, ctr->menu.texture_height); ctr->dvlb = DVLB_ParseFile((u32*)ctr_sprite_shbin, ctr_sprite_shbin_size); ctrGuSetVshGsh(&ctr->shader, ctr->dvlb, 2, 2); shaderProgramUse(&ctr->shader); GPU_SetViewport(VIRT_TO_PHYS(CTR_GPU_DEPTHBUFFER), VIRT_TO_PHYS(CTR_TOP_FRAMEBUFFER), 0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT, CTR_TOP_FRAMEBUFFER_WIDTH); GPU_DepthMap(-1.0f, 0.0f); GPU_SetFaceCulling(GPU_CULL_NONE); GPU_SetStencilTest(false, GPU_ALWAYS, 0x00, 0xFF, 0x00); GPU_SetStencilOp(GPU_STENCIL_KEEP, GPU_STENCIL_KEEP, GPU_STENCIL_KEEP); GPU_SetBlendingColor(0, 0, 0, 0); // GPU_SetDepthTestAndWriteMask(true, GPU_GREATER, GPU_WRITE_ALL); GPU_SetDepthTestAndWriteMask(false, GPU_ALWAYS, GPU_WRITE_ALL); // GPU_SetDepthTestAndWriteMask(true, GPU_ALWAYS, GPU_WRITE_ALL); GPUCMD_AddMaskedWrite(GPUREG_EARLYDEPTH_TEST1, 0x1, 0); GPUCMD_AddWrite(GPUREG_EARLYDEPTH_TEST2, 0); GPU_SetAlphaBlending(GPU_BLEND_ADD, GPU_BLEND_ADD, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA); GPU_SetAlphaTest(false, GPU_ALWAYS, 0x00); GPU_SetTextureEnable(GPU_TEXUNIT0); GPU_SetTexEnv(0, GPU_TEXTURE0, GPU_TEXTURE0, 0, 0, GPU_REPLACE, GPU_REPLACE, 0); GPU_SetTexEnv(1, GPU_PREVIOUS, GPU_PREVIOUS, 0, 0, 0, 0, 0); GPU_SetTexEnv(2, GPU_PREVIOUS, GPU_PREVIOUS, 0, 0, 0, 0, 0); GPU_SetTexEnv(3, GPU_PREVIOUS, GPU_PREVIOUS, 0, 0, 0, 0, 0); GPU_SetTexEnv(4, GPU_PREVIOUS, GPU_PREVIOUS, 0, 0, 0, 0, 0); GPU_SetTexEnv(5, GPU_PREVIOUS, GPU_PREVIOUS, 0, 0, 0, 0, 0); ctrGuSetAttributeBuffers(2, VIRT_TO_PHYS(ctr->menu.frame_coords), CTRGU_ATTRIBFMT(GPU_SHORT, 4) << 0 | CTRGU_ATTRIBFMT(GPU_SHORT, 4) << 4, sizeof(ctr_vertex_t)); GPUCMD_Finalize(); ctrGuFlushAndRun(true); gspWaitForEvent(GSPGPU_EVENT_P3D, false); if (input && input_data) { ctrinput = input_ctr.init(); *input = ctrinput ? &input_ctr : NULL; *input_data = ctrinput; } ctr->keep_aspect = true; ctr->should_resize = true; ctr->smooth = video->smooth; ctr->vsync = video->vsync; ctr->lcd_buttom_on = true; ctr->current_buffer_top = 0; ctr->empty_framebuffer = linearAlloc(320 * 240 * 2); memset(ctr->empty_framebuffer, 0, 320 * 240 * 2); refresh_rate = (32730.0 * 8192.0) / 4481134.0; driver_ctl(RARCH_DRIVER_CTL_SET_REFRESH_RATE, &refresh_rate); aptHook(&ctr->lcd_aptHook, ctr_lcd_aptHook, ctr); return ctr; }
bool gpuInit() { if(!serviceRequire("gfx")) { return false; } dirtyState = 0xFFFFFFFF; dirtyTexEnvs = 0xFFFFFFFF; dirtyTextures = 0xFFFFFFFF; clearColor = 0; clearDepth = 0; viewportScreen = TOP_SCREEN; viewportX = 0; viewportY = 0; viewportWidth = 240; viewportHeight = 400; scissorMode = SCISSOR_DISABLE; scissorX = 0; scissorY = 0; scissorWidth = 240; scissorHeight = 400; depthNear = 0; depthFar = 1; cullMode = CULL_NONE; stencilEnable = false; stencilFunc = TEST_ALWAYS; stencilRef = 0; stencilMask = 0xFF; stencilReplace = 0; stencilFail = OP_KEEP; stencilZFail = OP_KEEP; stencilZPass = OP_KEEP; blendRed = 0; blendGreen = 0; blendBlue = 0; blendAlpha = 0; blendColorEquation = BLEND_ADD; blendAlphaEquation = BLEND_ADD; blendColorSrc = FACTOR_SRC_ALPHA; blendColorDst = FACTOR_ONE_MINUS_SRC_ALPHA; blendAlphaSrc = FACTOR_SRC_ALPHA; blendAlphaDst = FACTOR_ONE_MINUS_SRC_ALPHA; alphaEnable = false; alphaFunc = TEST_ALWAYS; alphaRef = 0; depthEnable = false; depthFunc = TEST_GREATER; componentMask = GPU_WRITE_ALL; activeShader = NULL; texEnv[0].rgbSources = TEXENV_SOURCES(SOURCE_TEXTURE0, SOURCE_PRIMARY_COLOR, SOURCE_PRIMARY_COLOR); texEnv[0].alphaSources = TEXENV_SOURCES(SOURCE_TEXTURE0, SOURCE_PRIMARY_COLOR, SOURCE_PRIMARY_COLOR); texEnv[0].rgbOperands = TEXENV_OPERANDS(0, 0, 0); texEnv[0].alphaOperands = TEXENV_OPERANDS(0, 0, 0); texEnv[0].rgbCombine = COMBINE_MODULATE; texEnv[0].alphaCombine = COMBINE_MODULATE; texEnv[0].constantColor = 0xFFFFFFFF; for(u8 env = 1; env < TEX_ENV_COUNT; env++) { texEnv[env].rgbSources = TEXENV_SOURCES(SOURCE_PREVIOUS, SOURCE_PRIMARY_COLOR, SOURCE_PRIMARY_COLOR); texEnv[env].alphaSources = TEXENV_SOURCES(SOURCE_PREVIOUS, SOURCE_PRIMARY_COLOR, SOURCE_PRIMARY_COLOR); texEnv[env].rgbOperands = TEXENV_OPERANDS(0, 0, 0); texEnv[env].alphaOperands = TEXENV_OPERANDS(0, 0, 0); texEnv[env].rgbCombine = COMBINE_REPLACE; texEnv[env].alphaCombine = COMBINE_REPLACE; texEnv[env].constantColor = 0xFFFFFFFF; } for(u8 unit = 0; unit < TEX_UNIT_COUNT; unit++) { activeTextures[unit] = NULL; } enabledTextures = 0; u32 gpuCmdSize = 0x40000; u32* gpuCmd = (u32*) linearAlloc(gpuCmdSize * 4); GPU_Init(NULL); GPU_Reset(NULL, gpuCmd, gpuCmdSize); GPUCMD_SetBufferOffset(0); return true; }
int main() { int i, x, y; touchPosition lastTouch; u32 repeatkeys = 0; int repeatstate = 0; int repeatcount = 0; running = 0; pause = 0; exitemu = 0; PPU_Init(); srvInit(); aptInit(); aptOpenSession(); APT_SetAppCpuTimeLimit(NULL, 30); // enables syscore usage aptCloseSession(); gfxInit(); hidInit(NULL); fsInit(); GPU_Init(NULL); gpuCmdSize = 0x40000; gpuCmd = (u32*)linearAlloc(gpuCmdSize*4); GPU_Reset(gxCmdBuf, gpuCmd, gpuCmdSize); shader = SHDR_ParseSHBIN((u32*)blarg_shbin, blarg_shbin_size); GX_SetMemoryFill(gxCmdBuf, (u32*)gpuOut, 0x404040FF, (u32*)&gpuOut[0x2EE00], 0x201, (u32*)gpuDOut, 0x00000000, (u32*)&gpuDOut[0x2EE00], 0x201); gfxSwapBuffersGpu(); UI_SetFramebuffer(gfxGetFramebuffer(GFX_BOTTOM, GFX_LEFT, NULL, NULL)); BorderTex = (u32*)linearAlloc(512*256*4); MainScreenTex = (u32*)linearAlloc(512*256*4); SubScreenTex = (u32*)linearAlloc(512*256*4); BrightnessTex = (u8*)linearAlloc(8*256); borderVertices = (float*)linearAlloc(5*3 * 2 * sizeof(float)); screenVertices = (float*)linearAlloc(7*3 * 2 * sizeof(float)); float* fptr = &vertexList[0]; for (i = 0; i < 5*3*2; i++) borderVertices[i] = *fptr++; for (i = 0; i < 7*3*2; i++) screenVertices[i] = *fptr++; sdmcArchive = (FS_archive){0x9, (FS_path){PATH_EMPTY, 1, (u8*)""}}; FSUSER_OpenArchive(NULL, &sdmcArchive); if (!LoadBorder("/blargSnesBorder.bmp")) CopyBitmapToTexture(defaultborder, BorderTex, 400, 240, 0xFF, 0, 64, true); CopyBitmapToTexture(screenfill, PPU_MainBuffer, 256, 224, 0, 16, 64, false); memset(PPU_SubBuffer, 0, 256*256*4); memset(PPU_Brightness, 0xFF, 224); UI_Switch(&UI_ROMMenu); svcCreateEvent(&SPCSync, 0); aptSetupEventHandler(); APP_STATUS status; while((status = aptGetStatus()) != APP_EXITING) { if(status == APP_RUNNING) { svcSignalEvent(SPCSync); hidScanInput(); u32 press = hidKeysDown(); u32 held = hidKeysHeld(); u32 release = hidKeysUp(); GPUCMD_SetBuffer(gpuCmd, gpuCmdSize, 0); RenderTopScreen(); GPUCMD_Finalize(); GPUCMD_Run(gxCmdBuf); if (running) { // emulate CPU_Run(); // runs the SNES for one frame. Handles PPU rendering. // SRAM autosave check // TODO: also save SRAM under certain circumstances (pausing, returning to home menu, etc) framecount++; if (!(framecount & 7)) SNES_SaveSRAM(); } else { // update UI if (held & KEY_TOUCH) { hidTouchRead(&lastTouch); UI_Touch(true, lastTouch.px, lastTouch.py); held &= ~KEY_TOUCH; } else if (release & KEY_TOUCH) { UI_Touch(false, lastTouch.px, lastTouch.py); release &= ~KEY_TOUCH; } if (press) { UI_ButtonPress(press); // key repeat repeatkeys = press & (KEY_UP|KEY_DOWN|KEY_LEFT|KEY_RIGHT); repeatstate = 1; repeatcount = 15; } else if (held == repeatkeys) { repeatcount--; if (!repeatcount) { repeatcount = 7; if (repeatstate == 2) UI_ButtonPress(repeatkeys); else repeatstate = 2; } } } UI_SetFramebuffer(gfxGetFramebuffer(GFX_BOTTOM, GFX_LEFT, NULL, NULL)); UI_Render(); /*GPUCMD_SetBuffer(gpuCmd, gpuCmdSize, 0); RenderTopScreen(); GPUCMD_Finalize(); GPUCMD_Run(gxCmdBuf);*/ // flush the bottomscreen cache while the PICA200 is busy rendering GSPGPU_FlushDataCache(NULL, gfxGetFramebuffer(GFX_BOTTOM, GFX_LEFT, NULL, NULL), 0x38400); // wait for the PICA200 to finish drawing gspWaitForP3D(); // copy new screen textures // SetDisplayTransfer with flags=2 converts linear graphics to the tiled format used for textures GX_SetDisplayTransfer(gxCmdBuf, PPU_MainBuffer, 0x01000200, MainScreenTex, 0x01000200, 0x2); gspWaitForPPF(); GX_SetDisplayTransfer(gxCmdBuf, PPU_SubBuffer, 0x01000200, SubScreenTex, 0x01000200, 0x2); gspWaitForPPF(); // copy brightness. // TODO do better u8* bptr = BrightnessTex; for (i = 0; i < 224;) { u32 pixels = *(u32*)&PPU_Brightness[i]; i += 4; *bptr = (u8)pixels; pixels >>= 8; bptr += 2; *bptr = (u8)pixels; pixels >>= 8; bptr += 6; *bptr = (u8)pixels; pixels >>= 8; bptr += 2; *bptr = (u8)pixels; pixels >>= 8; bptr += 22; } // transfer the final color buffer to the LCD and clear it // we can mostly overlap those two operations GX_SetDisplayTransfer(gxCmdBuf, gpuOut, 0x019001E0, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), 0x019001E0, 0x01001000); svcSleepThread(20000); GX_SetMemoryFill(gxCmdBuf, gpuOut, 0x404040FF, &gpuOut[0x2EE00], 0x201, gpuDOut, 0x00000000, &gpuDOut[0x2EE00], 0x201); gspWaitForPPF(); gspWaitForPSC0(); gspWaitForEvent(GSPEVENT_VBlank0, false); gfxSwapBuffersGpu(); } else if(status == APP_SUSPENDING)